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Computer Science Education for Primary and Lower Secondary School Students: Teaching the Concept of Automata

Computer Science Education for Primary and Lower Secondary School Students: Teaching the Concept... Computer Science Education for Primary and Lower Secondary School Students: Teaching the Concept of Automata DAIKI ISAYAMA, MASAKI ISHIYAMA, RAISSA RELATOR, and KOICHI YAMAZAKI, Gunma University, Japan We explore the feasibility of early introduction to automata theory through gamification. We designed a puzzle game that players can answer correctly if they understand the fundamental concepts of automata theory. In our investigation, 90 children played the game, and their actions were recorded in play logs. An analysis of the play logs shows that approximately 60% of the children achieved correct-answer rates of at least 70%, which suggests that primary and lower secondary school students can understand the fundamental concepts of automata theory. Meanwhile, our analysis shows that most of them do not fully understand automata theory, but some of them have a good understanding of the concept. Categories and Subject Descriptors: K.3.2 [Computers and Education]: Computer and Information Science Education--Computer science education General Terms: Experimentation Additional Key Words and Phrases: Automata theory, primary and lower secondary school students, gamification ACM Reference Format: Daiki Isayama, Masaki Ishiyama, Raissa Relator, and Koichi Yamazaki. 2016. Computer science education for primary and lower secondary school students: Teaching the concept of automata. ACM Trans. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png ACM Transactions on Computing Education (TOCE) Association for Computing Machinery

Computer Science Education for Primary and Lower Secondary School Students: Teaching the Concept of Automata

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Publisher
Association for Computing Machinery
Copyright
Copyright © 2016 by ACM Inc.
ISSN
1946-6226
DOI
10.1145/2940331
Publisher site
See Article on Publisher Site

Abstract

Computer Science Education for Primary and Lower Secondary School Students: Teaching the Concept of Automata DAIKI ISAYAMA, MASAKI ISHIYAMA, RAISSA RELATOR, and KOICHI YAMAZAKI, Gunma University, Japan We explore the feasibility of early introduction to automata theory through gamification. We designed a puzzle game that players can answer correctly if they understand the fundamental concepts of automata theory. In our investigation, 90 children played the game, and their actions were recorded in play logs. An analysis of the play logs shows that approximately 60% of the children achieved correct-answer rates of at least 70%, which suggests that primary and lower secondary school students can understand the fundamental concepts of automata theory. Meanwhile, our analysis shows that most of them do not fully understand automata theory, but some of them have a good understanding of the concept. Categories and Subject Descriptors: K.3.2 [Computers and Education]: Computer and Information Science Education--Computer science education General Terms: Experimentation Additional Key Words and Phrases: Automata theory, primary and lower secondary school students, gamification ACM Reference Format: Daiki Isayama, Masaki Ishiyama, Raissa Relator, and Koichi Yamazaki. 2016. Computer science education for primary and lower secondary school students: Teaching the concept of automata. ACM Trans.

Journal

ACM Transactions on Computing Education (TOCE)Association for Computing Machinery

Published: Sep 29, 2016

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